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tekken57
2,539

tekken57
2,539

I created another two video tutorials which I'm posting in the X-Packer thread as well. These tutorials took me about a week to create and even longer to upload. Take the time to say thank you if you view the tutorials.

Tutorial on Editing Shaders / Shader Params and toggling objects on / off in X-rey

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JE2601
0

JE2601
0

With X-Packer, can I replace the Referee with Shane McMahon? If yes, how? I tried to extract slot no 152 (according to a list i've found that's Shane) and replaced no 255 (referee) with it. But it didn't change anything

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tekken57
2,539

tekken57
2,539

With X-Packer, can I replace the Referee with Shane McMahon? If yes, how? I tried to extract slot no 152 (according to a list i've found that's Shane) and replaced no 255 (referee) with it. But it didn't change anything

Yes you can. you need to replace the pac files with the Shane pac. It may cause your game to freeze though, not sure.

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Tarnathos
30

Tarnathos
30

This may be a totaly noob question but how can I access the animations of the original model? I just received the new X-Rey, overwrote the old X-Rey by copy & paste and opened a 000.yobj file and can not see the animations list as well as the button inject animations in the menu bar. Do I have to open a Object0.obj? But doing this just opens the .obj file without any editing option.

never mind...found it. But won't it be possible to use the anim files of one orignal .yobj as base for all? Is it required to use the .yobj from what the mod has been created?

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tekken57
2,539

tekken57
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You have to use the base model from which the mod was created as the number of faces is not the same on all models even though the verts are the same. You'll find that the animations will get corrupted if you use a different model to create the animations from.

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Deka_Night
7

Deka_Night
7

i think i have reverted back to noob status but i've been trying to figure out why the texture wont go back in its saying it needs to be the same size and i cant for the lifeof me figure out what the hell to do lol if anyone can help me out that would be very much so appreciated

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Tarnathos
30

Tarnathos
30

You have to use the base model from which the mod was created as the number of faces is not the same on all models even though the verts are the same. You'll find that the animations will get corrupted if you use a different model to create the animations from.

downloaded the scripts but currently struggeling to add the .mzp script to 3ds max. Copied it to the userscripts directory but can not see it in the toolbar to create a button..and everytime if I want to run it manually by choosing the file, it runs the installer again..

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tekken57
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tekken57
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i think i have reverted back to noob status but i've been trying to figure out why the texture wont go back in its saying it needs to be the same size and i cant for the lifeof me figure out what the hell to do lol if anyone can help me out that would be very much so appreciated

Make sure you save the diffuse textures as dxt with 4mipmaps, normal as dxt5 4 mip maps

26 minutes ago, Tarnathos said:

downloaded the scripts but currently struggeling to add the .mzp script to 3ds max. Copied it to the userscripts directory but can not see it in the toolbar to create a button..and everytime if I want to run it manually by choosing the file, it runs the installer again..

Any advice would be appreciated

After you install it, you need to add a button to one of your toolbars to call the script. Do this via the customize menu option in 3dsmax.

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Tarnathos
30

Tarnathos
30

was able to do it and when checking the 000.yobj file of the mod after injecting the animations I can see all animations correctly. However, when reinjecting into the .shdc and in the pac and checking in game the model remains withouth expressions. Kind of weird..

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AznBlusuazn
2,191

AznBlusuazn
2,191

was able to do it and when checking the 000.yobj file of the mod after injecting the animations I can see all animations correctly. However, when reinjecting into the .shdc and in the pac and checking in game the model remains withouth expressions. Kind of weird..

Is this a mod you made from scratch or one that you are converting from no animations to animations?

AznBlusuazn
2,191

You have to hex edit the yobj and re add the animation references from the base yobj to the modified one. I don't have them in front of me but it's toward the end where all the texture names are listed. If you compare the original base yobj to the mod yobj, you will probably see a long list of file names and a section of blank. Copy from the original base to the modded one to re add the animation references.

AznBlusuazn
2,191

In addition to doing the Object0 (head), you want to animate Objects 12 (eyelids), 13 (mouth), and 16 (inner eyes). Also, want to make sure that 12, 13, 14 (teeth), 15 (tongue), and 16 are all aligned correctly with the modded head. I've found in the several that I've converted that most modders do not alter some or all of these items when making their mods because they have no intention of making animations.

I am considering making a tutorial going over all of these items. I'm going through all the ends and outs of conversing a non-animated mod to an animated one as it has more steps than making a mod from an animated base.

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tekken57
2,539

tekken57
2,539

In addition to doing the Object0 (head), you want to animate Objects 12 (eyelids), 13 (mouth), and 16 (inner eyes). Also, want to make sure that 12, 13, 14 (teeth), 15 (tongue), and 16 are all aligned correctly with the modded head. I've found in the several that I've converted that most modders do not alter some or all of these items when making their mods because they have no intention of making animations.

I am considering making a tutorial going over all of these items. I'm going through all the ends and outs of conversing a non-animated mod to an animated one as it has more steps than making a mod from an animated base.

A tutorial would really help others, looking forward to it. I'm coding an update to X-Rey at the moment which doesn't require you to move the objects to position 0 when editing the animations.

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AznBlusuazn
2,191

AznBlusuazn
2,191

A tutorial would really help others, looking forward to it. I'm coding an update to X-Rey at the moment which doesn't require you to move the objects to position 0 when editing the animations.

Will send out the update soon.

Awesome feature! Looking forward to that one as well. I just finished recording the tutorial. I have to edit and clean it up. Hope to have it up in the next couple of days. THANK YOU so much for your tools and scripts @tekken57. I've brought a ton of mods to life with animations! Thanks again!

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